/*
 * name:	cg_local.h
 *
 * desc:	The entire cgame module is unloaded and reloaded on each level change,
 *			so there is NO persistant data between levels on the client side.
 *			If you absolutely need something stored, it can either be kept
 *			by the server in the server stored userinfos, or stashed in a cvar.

 *
*/

#include "../game/q_shared.h"
#include "tr_types.h"
#include "../game/bg_public.h"
#include "cg_public.h"


#define	POWERUP_BLINKS		5

#define	POWERUP_BLINK_TIME	1000
#define	FADE_TIME			200
#define	PULSE_TIME			200
#define	DAMAGE_DEFLECT_TIME	100
#define	DAMAGE_RETURN_TIME	400
#define DAMAGE_TIME			500
#define	LAND_DEFLECT_TIME	150
#define	LAND_RETURN_TIME	300
#define	STEP_TIME			200
#define	DUCK_TIME			100
#define	PAIN_TWITCH_TIME	200
#define	WEAPON_SELECT_TIME	1400
#define HOLDABLE_SELECT_TIME 1400	//----(SA)	for drawing holdable icons
#define	ITEM_SCALEUP_TIME	1000
#define	ZOOM_TIME			150
#define	ITEM_BLOB_TIME		200
#define	MUZZLE_FLASH_TIME	30		//----(SA)	
#define	SINK_TIME			1000		// time for fragments to sink into ground before going away
#define	ATTACKER_HEAD_TIME	10000
#define	REWARD_TIME			3000

#define	PULSE_SCALE			1.5			// amount to scale up the icons when activating

#define	MAX_STEP_CHANGE		32

#define	MAX_VERTS_ON_POLY	10
#define	MAX_MARK_POLYS		256 // JPW NERVE was 1024

#define STAT_MINUS			10	// num frame for '-' stats digit

#define	ICON_SIZE			48
#define	CHAR_WIDTH			32
#define	CHAR_HEIGHT			48
#define	TEXT_ICON_SPACE		4

#define	TEAMCHAT_WIDTH		80
#define TEAMCHAT_HEIGHT		8

#define	NOTIFY_WIDTH		80
#define NOTIFY_HEIGHT		5

// very large characters
#define	GIANT_WIDTH			32
#define	GIANT_HEIGHT		48

#define	NUM_CROSSHAIRS		10

// Ridah, trails
#define	STYPE_STRETCH	0
#define	STYPE_REPEAT	1

#define	TJFL_FADEIN		(1<<0)
#define	TJFL_CROSSOVER	(1<<1)
#define	TJFL_NOCULL		(1<<2)
#define	TJFL_FIXDISTORT	(1<<3)
#define TJFL_SPARKHEADFLARE (1<<4)
#define	TJFL_NOPOLYMERGE	(1<<5)
// done.

// NERVE - SMF - limbo mode 3d view position
#define LIMBO_3D_X	10
#define LIMBO_3D_Y	158
#define LIMBO_3D_W	420
#define LIMBO_3D_H	312
// -NERVE - SMF

//=================================================

// player entities need to track more information
// than any other type of entity.

// note that not every player entity is a client entity,
// because corpses after respawn are outside the normal
// client numbering range

// when changing animation, set animationTime to frameTime + lerping time
// The current lerp will finish out, then it will lerp to the new animation
typedef struct {
	int			oldFrame;
	int			oldFrameTime;		// time when ->oldFrame was exactly on

	int			frame;
	int			frameTime;			// time when ->frame will be exactly on

	float		backlerp;

	float		yawAngle;
	qboolean	yawing;
	float		pitchAngle;
	qboolean	pitching;

	int			animationNumber;	// may include ANIM_TOGGLEBIT
	int			oldAnimationNumber;	// may include ANIM_TOGGLEBIT
	animation_t	*animation;
	int			animationTime;		// time when the first frame of the animation will be exact

	// Ridah, variable speed anims
	vec3_t		oldFramePos;
	float		animSpeedScale;
	int			oldFrameSnapshotTime;
	headAnimation_t	*headAnim;
	// done.

} lerpFrame_t;

// Ridah, effect defines
#define	MAX_ZOMBIE_SPIRITS			1 // JPW NERVE was 4
#define	MAX_ZOMBIE_DEATH_TRAILS		1 // JPW NERVE was 16

#define	MAX_LOPER_LIGHTNING_POINTS	1 // JPW NERVE was 24

#define MAX_TESLA_BOLTS				1 // JPW NERVE was 4

#define	MAX_EFFECT_ENTS				20

typedef struct {
	lerpFrame_t		legs, torso;

	// Ridah, talking animations
	lerpFrame_t		head;
	// done.

	lerpFrame_t		weap;	//----(SA)	autonomous weapon animations

	int				painTime;
	int				painDuration;
	int				painDirection;	// flip from 0 to 1
	int				painAnimTorso;
	int				painAnimLegs;
	int				lightningFiring;

	// railgun trail spawning
	vec3_t			railgunImpact;
	qboolean		railgunFlash;

	// machinegun spinning
	float			barrelAngle;
	int				barrelTime;
	qboolean		barrelSpinning;

	//----(SA) machinegun bolt sliding
	float			boltPosition;
	int				boltTime;
	int				boltSliding;
	//----(SA) end

	//----(SA) 'spinner' spinning (body part)
	float			spinnerAngle;
	int				spinnerTime;
	qboolean		spinnerSpinning;
	//----(SA)	end

	// Ridah, so we can do fast tag grabbing
	refEntity_t		legsRefEnt, torsoRefEnt, headRefEnt, gunRefEnt;
	int				gunRefEntFrame;

	float			animSpeed;	// for manual adjustment

	// Zombie spirit effect
	// !!FIXME: these effects will be restarted by a *_restart command, can we save this data somehow?
	qboolean		cueZombieSpirit;		// if this is qfalse, and the zombie effect flag is set, then we need to start a new attack
	int				zombieSpiritStartTime;	// time the effect was started, so we can fade things in
	int				zombieSpiritTrailHead[MAX_ZOMBIE_SPIRITS];
	int				zombieSpiritRotationTimes[MAX_ZOMBIE_SPIRITS];
	int				zombieSpiritRadiusCycleTimes[MAX_ZOMBIE_SPIRITS];
	int				lastZombieSpirit;
	int				nextZombieSpiritSound;
	int				zombieSpiritEndTime;	// time the effect was disabled
	vec3_t			zombieSpiritPos[MAX_ZOMBIE_SPIRITS];
	vec3_t			zombieSpiritDir[MAX_ZOMBIE_SPIRITS];
	float			zombieSpiritSpeed[MAX_ZOMBIE_SPIRITS];
	int				zombieSpiritStartTimes[MAX_ZOMBIE_SPIRITS];

	// Zombie death effect
	// !!FIXME: these effects will be restarted by a *_restart command, can we save this data somehow?
	qboolean		cueZombieDeath;		// if this is qfalse, and the zombie effect flag is set, then we need to start a new attack
	int				zombieDeathStartTime;	// time the effect was started, so we can fade things in
	int				zombieDeathEndTime;	// time the effect was disabled
	int				lastZombieDeath;
	int				zombieDeathFadeStart;
	int				zombieDeathFadeEnd;
	int				zombieDeathTrailHead[MAX_ZOMBIE_DEATH_TRAILS];
	int				zombieDeathRotationTimes[MAX_ZOMBIE_DEATH_TRAILS];
	int				zombieDeathRadiusCycleTimes[MAX_ZOMBIE_DEATH_TRAILS];

	// loper effects
	int				loperLastGroundChargeTime;
	byte			loperGroundChargeToggle;
	int				loperGroundValidTime;

	vec3_t			headLookIdeal;
	vec3_t			headLookOffset;
	float			headLookSpeed;
	int				headLookStopTime;
	float			headLookSpeedMax;

	// tesla coil effects
	vec3_t			teslaEndPoints[MAX_TESLA_BOLTS];
	int				teslaEndPointTimes[MAX_TESLA_BOLTS];// time the bolt stays valid
	vec3_t			teslaOffsetDirs[MAX_TESLA_BOLTS];	// bending direction from center or direct beam
	float			teslaOffsets[MAX_TESLA_BOLTS];		// amount to offset from center
	int				teslaOffsetTimes[MAX_TESLA_BOLTS];	// time the offset stays valid
	int				teslaEnemy[MAX_TESLA_BOLTS];
	int				teslaDamageApplyTime;

	int				teslaDamagedTime;		// time we were last hit by a tesla bolt

	// misc effects
	int				effectEnts[MAX_EFFECT_ENTS];
	int				numEffectEnts;
	int				effect1EndTime;
	vec3_t			lightningPoints[MAX_LOPER_LIGHTNING_POINTS];
	int				lightningTimes[MAX_LOPER_LIGHTNING_POINTS];
	int				lightningSoundTime;

	qboolean		forceLOD;

} playerEntity_t;

//----(SA) 
typedef struct {
	char		type[MAX_QPATH];	// md3_lower, md3_lbelt, md3_rbelt, etc.
	char		model[MAX_QPATH];	// lower.md3, belt1.md3, etc.
} skinModel_t;
//----(SA) end


//=================================================



// centity_t have a direct corespondence with gentity_t in the game, but
// only the entityState_t is directly communicated to the cgame
typedef struct centity_s {
	entityState_t	currentState;	// from cg.frame
	entityState_t	nextState;		// from cg.nextFrame, if available
	qboolean		interpolate;	// true if next is valid to interpolate to
	qboolean		currentValid;	// true if cg.frame holds this entity

	int				muzzleFlashTime;	// move to playerEntity?
	int				overheatTime;
	int				previousEvent;
	int				previousEventSequence;	// Ridah
	int				teleportFlag;

	int				trailTime;		// so missile trails can handle dropped initial packets
	int				miscTime;

	playerEntity_t	pe;

	int				errorTime;		// decay the error from this time
	vec3_t			errorOrigin;
	vec3_t			errorAngles;
	
	qboolean		extrapolated;	// false if origin / angles is an interpolation
	vec3_t			rawOrigin;
	vec3_t			rawAngles;

	vec3_t			beamEnd;

	// exact interpolated position of entity on this frame
	vec3_t			lerpOrigin;
	vec3_t			lerpAngles;

	vec3_t			lastLerpAngles;	// (SA) for remembering the last position when a state changes

	// Ridah, trail effects
	int				headJuncIndex, headJuncIndex2;
	int				lastTrailTime;
	// done.

	// Ridah
	float			loopSoundVolume;
	vec3_t			fireRiseDir;	// if standing still this will be up, otherwise it'll point away from movement dir
	int				lastWeaponClientFrame;
	int				lastFuseSparkTime;
	vec3_t			lastFuseSparkOrg;

	// client side dlights
	int				dl_frame;
	int				dl_oldframe;
	float			dl_backlerp;
	int				dl_time;
	char			dl_stylestring[64];
	int				dl_sound;
	int				dl_atten;

	lerpFrame_t		lerpFrame;	//----(SA)	added
	vec3_t			highlightOrigin;	// center of the geometry.  for things like corona placement on treasure
	qboolean		usehighlightOrigin;

	refEntity_t		refEnt;
	int				processedFrame;		// frame we were last added to the scene

	int				voiceChatSprite;		// DHM - Nerve
	int				voiceChatSpriteTime;	// DHM - Nerve

	// client-side lightning
	int				boltTimes[MAX_TESLA_BOLTS];
	vec3_t			boltLocs[MAX_TESLA_BOLTS];
	vec3_t			boltCrawlDirs[MAX_TESLA_BOLTS];

	// item highlighting

	int				highlightTime;
	qboolean		highlighted;
} centity_t;


//======================================================================

// local entities are created as a result of events or predicted actions,
// and live independantly from all server transmitted entities

typedef struct markPoly_s {
	struct markPoly_s	*prevMark, *nextMark;
	int			time;
	qhandle_t	markShader;
	qboolean	alphaFade;		// fade alpha instead of rgb
	float		color[4];
	poly_t		poly;
	polyVert_t	verts[MAX_VERTS_ON_POLY];

	int			duration;	// Ridah
} markPoly_t;

//----(SA)	moved in from cg_view.c
typedef enum {
	ZOOM_NONE,
	ZOOM_BINOC,
	ZOOM_SNIPER,
	ZOOM_SNOOPER,
	ZOOM_FG42SCOPE,
	ZOOM_MG42,
	ZOOM_MAX_ZOOMS
} EZoom_t;

typedef enum {
	ZOOM_OUT,	// widest angle
	ZOOM_IN	// tightest angle (approaching 0)
} EZoomInOut_t;

extern float zoomTable[ZOOM_MAX_ZOOMS][2];

//----(SA)	end

typedef enum {
	LE_MARK,
	LE_EXPLOSION,
	LE_SPRITE_EXPLOSION,
	LE_FRAGMENT,
	LE_MOVE_SCALE_FADE,
	LE_FALL_SCALE_FADE,
	LE_FADE_RGB,
	LE_SCALE_FADE,
	LE_SPARK,
	LE_DEBRIS,
	LE_BLOOD,
	LE_FUSE_SPARK,
	LE_ZOMBIE_SPIRIT,
	LE_ZOMBIE_BAT,
	LE_MOVING_TRACER,
	LE_EMITTER
} leType_t;

typedef enum {
	LEF_PUFF_DONT_SCALE  = 0x0001			// do not scale size over time
	,LEF_TUMBLE			 = 0x0002			// tumble over time, used for ejecting shells
	,LEF_NOFADEALPHA	 = 0x0004			// Ridah, sparks
	,LEF_SMOKING		 = 0x0008			// (SA) smoking
} leFlag_t;

typedef enum {
	LEMT_NONE,
	LEMT_BLOOD
} leMarkType_t;			// fragment local entities can leave marks on walls

typedef enum {
	LEBS_NONE,
	LEBS_BLOOD,
	LEBS_ROCK,
	LEBS_WOOD,
	LEBS_BRASS,
	LEBS_BONE
} leBounceSoundType_t;	// fragment local entities can make sounds on impacts

typedef struct localEntity_s {
	struct localEntity_s	*prev, *next;
	leType_t		leType;
	int				leFlags;

	int				startTime;
	int				endTime;
	int				fadeInTime;

	float			lifeRate;			// 1.0 / (endTime - startTime)

	trajectory_t	pos;
	trajectory_t	angles;

	float			bounceFactor;		// 0.0 = no bounce, 1.0 = perfect

	float			color[4];

	float			radius;

	float			light;
	vec3_t			lightColor;

	leMarkType_t		leMarkType;		// mark to leave on fragment impact
	leBounceSoundType_t	leBounceSoundType;

	refEntity_t		refEntity;		

	// Ridah
	int				lightOverdraw;
	int				lastTrailTime;
	int				headJuncIndex, headJuncIndex2;
	float			effectWidth;
	int				effectFlags;
	struct localEntity_s	*chain;		// used for grouping entities (like for flamethrower junctions)
	int				onFireStart, onFireEnd;
	int				ownerNum;
	int				lastSpiritDmgTime;

	int				loopingSound;

	int				breakCount;			// break-up this many times before we can break no more
	float			sizeScale;
	// done.

} localEntity_t;

//======================================================================


typedef struct {
	int				client;
	int				score;
	int				ping;
	int				time;
	int				scoreFlags;
	int				powerUps;
	int				accuracy;
	int				impressiveCount;
	int				excellentCount;
	int				guantletCount;
	int				defendCount;
	int				assistCount;
	int				captures;
	qboolean		perfect;
	int				team;
	int				playerClass;		// NERVE - SMF
	int				respawnsLeft;		// NERVE - SMF
} score_t;


typedef enum{
	ACC_BELT_LEFT,	// belt left (lower)
	ACC_BELT_RIGHT,	// belt right (lower)
	ACC_BELT,		// belt (upper)
	ACC_BACK,		// back (upper)
	ACC_WEAPON,		// weapon (upper)
	ACC_WEAPON2,	// weapon2 (upper)
	ACC_HAT,		// hat (head)
	ACC_MOUTH2,		//
	ACC_MOUTH3,		//
		// 
	ACC_MAX		// this is bound by network limits, must change network stream to increase this
				// (SA) No, really?  that's not true is it?  isn't this client-side only?
} accType_t;

#define ACC_NUM_MOUTH 3	// matches the above count




// each client has an associated clientInfo_t
// that contains media references necessary to present the
// client model and other color coded effects
// this is regenerated each time a client's configstring changes,
// usually as a result of a userinfo (name, model, etc) change
#define	MAX_CUSTOM_SOUNDS	32
#define MAX_GIB_MODELS		16
typedef struct {
	qboolean		infoValid;

	int				clientNum;

	char			name[MAX_QPATH];
	team_t			team;

	int				botSkill;		// 0 = not bot, 1-5 = bot

	vec3_t			color;

	int				score;			// updated by score servercmds
	int				location;		// location index for team mode
	int				health;			// you only get this info about your teammates
	int				armor;
	int				curWeapon;

	int				handicap;
	int				wins, losses;	// in tourney mode

	int				powerups;		// so can display quad/flag status

	int				breathPuffTime;

	// when clientinfo is changed, the loading of models/skins/sounds
	// can be deferred until you are dead, to prevent hitches in
	// gameplay
	char			modelName[MAX_QPATH];
	char			skinName[MAX_QPATH];
	char			hSkinName[MAX_QPATH];
	qboolean		deferred;

	qhandle_t		legsModel;
	qhandle_t		legsSkin;

	qhandle_t		torsoModel;
	qhandle_t		torsoSkin;

	qboolean		isSkeletal;

	//----(SA) added accessory models/skins for belts/backpacks/etc.
	qhandle_t		accModels[ACC_MAX];	// see def of ACC_MAX for index descriptions
	qhandle_t		accSkins[ACC_MAX];	// FIXME: put the #define for number of accessory models somewhere. (SA)

	//----(SA)	additional parts for specialized characters (the loper's spinning trunk for example)
	qhandle_t		partModels[1];	// expand to [2], [3], etc as necessary
	//----(SA)	end
	
	qhandle_t		headModel;
	qhandle_t		headSkin;

	qhandle_t		modelIcon;

	// RF, may be shared by multiple clients/characters
	animModelInfo_t	*modelInfo;

	sfxHandle_t		sounds[MAX_CUSTOM_SOUNDS];

	qhandle_t		gibModels[MAX_GIB_MODELS];

	vec3_t			playermodelScale;	//----(SA)	set in the skin.  client-side only

	int				blinkTime;	//----(SA)	

	// NERVE - SMF
	char			headModelName[MAX_QPATH];
	gender_t		gender;			// from model
	// -NERVE - SMF
} clientInfo_t;



typedef enum {
	W_PART_1,
	W_PART_2,
	W_PART_3,
	W_PART_4,
	W_PART_5,
	W_PART_6,
	W_PART_7,
	W_MAX_PARTS
} barrelType_t;

typedef enum {
	W_TP_MODEL,			//	third person model
	W_FP_MODEL,			//	first person model
	W_PU_MODEL,			//	pickup model
	W_FP_MODEL_SWAP,	//	swap out model
	W_SKTP_MODEL,		//	SKELETAL version third person model
	W_NUM_TYPES
} modelViewType_t;

// each WP_* weapon enum has an associated weaponInfo_t
// that contains media references necessary to present the
// weapon and its effects
typedef struct weaponInfo_s {
	qboolean		registered;
	gitem_t			*item;

//----(SA)	weapon animation sequences loaded from the weapon.cfg
	animation_t		weapAnimations[MAX_WP_ANIMATIONS];
//----(SA)	end

	qhandle_t		handsModel;			// the hands don't actually draw, they just position the weapon

	qhandle_t		standModel;			// not drawn.  tags used for positioning weapons for pickup

//----(SA) mod for 1st/3rd person weap views
	qhandle_t		weaponModel[W_NUM_TYPES];
	qhandle_t		partModels[W_NUM_TYPES][W_MAX_PARTS];
	qhandle_t		flashModel[W_NUM_TYPES];
	qhandle_t		modModel[W_NUM_TYPES];	// like the scope for the rifles
//----(SA) end

	pose_t			position;			// wolf locations (high, low, knife, pistol, shoulder, throw)  defines are WPOS_HIGH, WPOS_LOW, WPOS_KNIFE, WPOS_PISTOL, WPOS_SHOULDER, WPOS_THROW

	vec3_t			weaponMidpoint;		// so it will rotate centered instead of by tag

	float			flashDlight;
	vec3_t			flashDlightColor;
	sfxHandle_t		flashSound[4];		// fast firing weapons randomly choose
	sfxHandle_t		flashEchoSound[4];	//----(SA)	added - distant gun firing sound
	sfxHandle_t		lastShotSound[4];	// sound of the last shot can be different (mauser doesn't have bolt action on last shot for example)

	qhandle_t		weaponIcon[2];		//----(SA)	[0] is weap icon, [1] is highlight icon
	qhandle_t		ammoIcon;

	qhandle_t		ammoModel;

	qhandle_t		missileModel;
	sfxHandle_t		missileSound;
	void			(*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
	float			missileDlight;
	vec3_t			missileDlightColor;
	int				missileRenderfx;

	void			(*ejectBrassFunc)( centity_t * );

	float			trailRadius;
	float			wiTrailTime;

	sfxHandle_t		readySound;			// an amibient sound the weapon makes when it's /not/ firing
	sfxHandle_t		firingSound;
	sfxHandle_t		overheatSound;
	sfxHandle_t		reloadSound;

	sfxHandle_t		spinupSound;	//----(SA)	added // sound started when fire button goes down, and stepped on when the first fire event happens
	sfxHandle_t		spindownSound;	//----(SA)	added // sound called if the above is running but player doesn't follow through and fire
} weaponInfo_t;


// each IT_* item has an associated itemInfo_t
// that constains media references necessary to present the
// item and its effects
typedef struct {
	qboolean		registered;
	qhandle_t		models[MAX_ITEM_MODELS];
	qhandle_t		icons[MAX_ITEM_ICONS];
} itemInfo_t;


typedef struct {
	int				itemNum;
} powerupInfo_t;

#define	MAX_VIEWDAMAGE	8
typedef struct {
	int		damageTime, damageDuration;
	float	damageX, damageY, damageValue;
} viewDamage_t;

//======================================================================

// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
 
#define MAX_PREDICTED_EVENTS	16

#define	MAX_SPAWN_VARS			64
#define	MAX_SPAWN_VARS_CHARS	2048

typedef struct {
	int			clientFrame;		// incremented each frame
	
	int			clientNum;

	qboolean	demoPlayback;
	qboolean	levelShot;			// taking a level menu screenshot
	int			deferredPlayerLoading;
	qboolean	loading;			// don't defer players at initial startup
	qboolean	intermissionStarted;	// don't play voice rewards, because game will end shortly

	// there are only one or two snapshot_t that are relevent at a time
	int			latestSnapshotNum;	// the number of snapshots the client system has received
	int			latestSnapshotTime;	// the time from latestSnapshotNum, so we don't need to read the snapshot yet

	snapshot_t	*snap;				// cg.snap->serverTime <= cg.time
	snapshot_t	*nextSnap;			// cg.nextSnap->serverTime > cg.time, or NULL
	snapshot_t	activeSnapshots[2];

	float		frameInterpolation;	// (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)

	qboolean	thisFrameTeleport;
	qboolean	nextFrameTeleport;

	int			frametime;		// cg.time - cg.oldTime

	int			time;			// this is the time value that the client
								// is rendering at.
	int			oldTime;		// time at last frame, used for missile trails and prediction checking

	int			physicsTime;	// either cg.snap->time or cg.nextSnap->time

	int			timelimitWarnings;	// 5 min, 1 min, overtime
	int			fraglimitWarnings;

	qboolean	mapRestart;			// set on a map restart to set back the weapon

	qboolean	renderingThirdPerson;		// during deaths, chasecams, etc

	// prediction state
	qboolean	hyperspace;				// true if prediction has hit a trigger_teleport
	playerState_t	predictedPlayerState;
	centity_t		predictedPlayerEntity;
	qboolean	validPPS;				// clear until the first call to CG_PredictPlayerState
	int			predictedErrorTime;
	vec3_t		predictedError;

	int			eventSequence;
	int			predictableEvents[MAX_PREDICTED_EVENTS];

	float		stepChange;				// for stair up smoothing
	int			stepTime;

	float		duckChange;				// for duck viewheight smoothing
	int			duckTime;

	float		landChange;				// for landing hard
	int			landTime;

	// input state sent to server
	int			weaponSelect;
	int			holdableSelect;			// (SA) which holdable item is currently held ("selected").  When the client is ready to use it, send "use item <holdableSelect>"

	// auto rotating items
	vec3_t		autoAnglesSlow;
	vec3_t		autoAxisSlow[3];
	vec3_t		autoAngles;
	vec3_t		autoAxis[3];
	vec3_t		autoAnglesFast;
	vec3_t		autoAxisFast[3];

	// view rendering
	refdef_t	refdef;
	vec3_t		refdefViewAngles;		// will be converted to refdef.viewaxis

	// zoom key
	qboolean	zoomed;
	qboolean	zoomedBinoc;
	int			zoomedScope;	//----(SA)	changed to int
	int			zoomTime;
	float		zoomSensitivity;
	float		zoomval;


	// information screen text during loading
	char		infoScreenText[MAX_STRING_CHARS];

	// scoreboard
	int			scoresRequestTime;
	int			numScores;
	int			selectedScore;
	int			teamScores[2];
	int			teamPlayers[TEAM_NUM_TEAMS]; // JPW NERVE for scoreboard
	score_t		scores[MAX_CLIENTS];
	qboolean	showScores;
	qboolean	scoreBoardShowing;
	int			scoreFadeTime;
	char		killerName[MAX_NAME_LENGTH];
	char			spectatorList[MAX_STRING_CHARS];		// list of names
	int				spectatorLen;												// length of list
	float			spectatorWidth;											// width in device units
	int				spectatorTime;											// next time to offset
	int				spectatorPaintX;										// current paint x
	int				spectatorPaintX2;										// current paint x
	int				spectatorOffset;										// current offset from start
	int				spectatorPaintLen; 									// current offset from start

	qboolean	showItems;
	int			itemFadeTime;

	qboolean	lightstylesInited;

	// centerprinting
	int			centerPrintTime;
	int			centerPrintCharWidth;
	int			centerPrintY;
	char		centerPrint[1024];
	int			centerPrintLines;
	int			centerPrintPriority;			// NERVE - SMF

	// fade in/out
	int			fadeTime;
	float		fadeRate;
	vec4_t		fadeColor1;
	vec4_t		fadeColor2;

	// low ammo warning state
	int			lowAmmoWarning;		// 1 = low, 2 = empty

	// kill timers for carnage reward
	int			lastKillTime;

	// crosshair client ID
	int			crosshairClientNum;
	int			crosshairClientTime;

	int			crosshairPowerupNum;
	int			crosshairPowerupTime;

	int			identifyClientNum;			// NERVE - SMF
	int			identifyClientHealth;		// NERVE - SMF
	int			identifyNextTime;			// NERVE - SMF
	int			identifyClientRequest;		// NERVE - SMF

//----(SA)	added
	// cursorhints
	int			cursorHintIcon;
	int			cursorHintTime;
	int			cursorHintFade;
	int			cursorHintValue;
//----(SA)	end

	// powerup active flashing
	int			powerupActive;
	int			powerupTime;

	// attacking player
	int			attackerTime;
	int			voiceTime;

	// reward medals
	int			rewardTime;
	int			rewardCount;
	qhandle_t	rewardShader;

	// warmup countdown
	int			warmup;
	int			warmupCount;

	//==========================

	int			itemPickup;
	int			itemPickupTime;
	int			itemPickupBlendTime;	// the pulse around the crosshair is timed seperately

	int			holdableSelectTime;		//----(SA)	for holdable item icon drawing

	int			weaponSelectTime;
	int			weaponAnimation;
	int			weaponAnimationTime;

	// blend blobs
	viewDamage_t	viewDamage[MAX_VIEWDAMAGE];
	float		damageTime;		// last time any kind of damage was recieved
	int			damageIndex;	// slot that was filled in
	float		damageX, damageY, damageValue;

	int			grenLastTime;

	int			switchbackWeapon;
	int			lastFiredWeapon;
	int			lastWeapSelInBank[MAX_WEAP_BANKS];	// remember which weapon was last selected in a bank for 'weaponbank' commands //----(SA)	added
// JPW FIXME NOTE: max_weap_banks > max_weap_banks_mp so this should be OK, but if that changes, change this too

	// status bar head
	float		headYaw;
	float		headEndPitch;
	float		headEndYaw;
	int			headEndTime;
	float		headStartPitch;
	float		headStartYaw;
	int			headStartTime;

	// view movement
	float		v_dmg_time;
	float		v_dmg_pitch;
	float		v_dmg_roll;

	vec3_t		kick_angles;	// weapon kicks
	vec3_t		kick_origin;

	// RF, view flames when getting burnt
	int			v_fireTime, v_noFireTime;
	vec3_t		v_fireRiseDir;

	// temp working variables for player view
	float		bobfracsin;
	int			bobcycle;
	float		xyspeed;
	int     nextOrbitTime;

	// development tool
	refEntity_t		testModelEntity;
	char			testModelName[MAX_QPATH];
	qboolean		testGun;

	// RF, new kick angles
	vec3_t		kickAVel;		// for damage feedback, weapon recoil, etc
								// This is the angular velocity, to give a smooth
								// rotational feedback, rather than sudden jerks
	vec3_t		kickAngles;		// for damage feedback, weapon recoil, etc
								// NOTE: this is not transmitted through MSG.C stream
								// since weapon kicks are client-side, and damage feedback
								// is rare enough that we can transmit that as an event
	float		recoilPitch, recoilPitchAngle;

	// Duffy
	qboolean cameraMode;		// if rendering from a camera
	// Duffy end

	// NERVE - SMF - Objective info display
	qboolean	limboMenu;

	int			oidTeam;
	int			oidPrintTime;
	int			oidPrintCharWidth;
	int			oidPrintY;
	char		oidPrint[1024];
	int			oidPrintLines;

	// for voice chat buffer
	int			voiceChatTime;
	int			voiceChatBufferIn;
	int			voiceChatBufferOut;

	int			newCrosshairIndex;
	qhandle_t	crosshairShaderAlt[NUM_CROSSHAIRS];

	int			cameraShakeTime;
	float		cameraShakePhase;
	float		cameraShakeScale;
	float		cameraShakeLength;

	qboolean	latchVictorySound;
	// -NERVE - SMF

	// spawn variables
	qboolean	spawning;				// the CG_Spawn*() functions are valid
	int			numSpawnVars;
	char		*spawnVars[MAX_SPAWN_VARS][2];	// key / value pairs
	int			numSpawnVarChars;
	char		spawnVarChars[MAX_SPAWN_VARS_CHARS];

	// Arnout: allow overriding of countdown sounds
	char		twoMinuteSound_g[MAX_QPATH];
	char		twoMinuteSound_a[MAX_QPATH];
	char		thirtySecondSound_g[MAX_QPATH];
	char		thirtySecondSound_a[MAX_QPATH];
	
	pmoveExt_t	pmext;

} cg_t;

#define	NUM_FUNNEL_SPRITES	21

#define MAX_LOCKER_DEBRIS	5

// all of the model, shader, and sound references that are
// loaded at gamestate time are stored in cgMedia_t
// Other media that can be tied to clients, weapons, or items are
// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
typedef struct {
	qhandle_t	charsetShader;
	// JOSEPH 4-17-00
	qhandle_t	menucharsetShader;
	// END JOSEPH
	qhandle_t	charsetProp;
	qhandle_t	charsetPropGlow;
	qhandle_t	charsetPropB;
	qhandle_t	whiteShader;

	qhandle_t	redFlagModel;
	qhandle_t	blueFlagModel;

	qhandle_t	armorModel;

// JPW NERVE
	qhandle_t	hudSprintBar;
	qhandle_t	hudPowerBar;
	qhandle_t	hudAxisHelmet;
	qhandle_t	hudAlliedHelmet;
	qhandle_t	redColorBar;
	qhandle_t	blueColorBar;
// jpw
	qhandle_t	teamStatusBar;

	qhandle_t	deferShader;

	// gib explosions
	qhandle_t	gibAbdomen;
	qhandle_t	gibArm;
	qhandle_t	gibChest;
	qhandle_t	gibFist;
	qhandle_t	gibFoot;
	qhandle_t	gibForearm;
	qhandle_t	gibIntestine;
	qhandle_t	gibLeg;
	qhandle_t	gibSkull;
	qhandle_t	gibBrain;

	// debris
	qhandle_t	debBlock[6];
	qhandle_t	debRock[3];
	qhandle_t	debFabric[3];
	qhandle_t	debWood[6];

	qhandle_t	targetEffectExplosionShader;

	qhandle_t	machinegunBrassModel;
	qhandle_t	panzerfaustBrassModel;	//----(SA)	added
	
	// Rafael
	qhandle_t	smallgunBrassModel;

	qhandle_t	shotgunBrassModel;

	qhandle_t	railRingsShader;
	qhandle_t	railCoreShader;

	qhandle_t	lightningShader;

	qhandle_t	friendShader;

	qhandle_t	spawnInvincibleShader;
	qhandle_t	scoreEliminatedShader;

	qhandle_t	voiceChatShader;
	qhandle_t	medicReviveShader;
	qhandle_t	balloonShader;
	qhandle_t	connectionShader;

	qhandle_t	aiStateShaders[MAX_AISTATES];

	qhandle_t	selectShader;
	qhandle_t	viewBloodShader;
	qhandle_t	tracerShader;
	qhandle_t	crosshairShader[NUM_CROSSHAIRS];
	qhandle_t	lagometerShader;
	qhandle_t	backTileShader;
	qhandle_t	noammoShader;

	qhandle_t	reticleShader;
	qhandle_t	reticleShaderSimple;
	qhandle_t	snooperShader;
	qhandle_t	snooperShaderSimple;
	qhandle_t	binocShader;
	qhandle_t	binocShaderSimple;
// JPW NERVE
	qhandle_t	fleshSmokePuffShader; // JPW NERVE for bullet hit flesh smoke puffs
	qhandle_t	nerveTestShader;
	qhandle_t	idTestShader;
	qhandle_t	hud1Shader;
	qhandle_t	hud2Shader;
	qhandle_t	hud3Shader;
	qhandle_t	hud4Shader;
	qhandle_t	hud5Shader;
// jpw
	qhandle_t	smokePuffShader;
	qhandle_t	smokePuffRageProShader;
	qhandle_t	shotgunSmokePuffShader;
	qhandle_t	waterBubbleShader;
	qhandle_t	bloodTrailShader;

	qhandle_t	nailPuffShader;

//----(SA)	cursor hints
	// would be nice to specify these in the menu scripts instead of permanent handles...
	qhandle_t	usableHintShader;
	qhandle_t	notUsableHintShader;
	qhandle_t	doorHintShader;
	qhandle_t	doorRotateHintShader;
	qhandle_t	doorLockHintShader;
	qhandle_t	doorRotateLockHintShader;
	qhandle_t	mg42HintShader;
	qhandle_t	breakableHintShader;
	qhandle_t	chairHintShader;
	qhandle_t	alarmHintShader;
	qhandle_t	healthHintShader;
	qhandle_t	treasureHintShader;
	qhandle_t	knifeHintShader;
	qhandle_t	ladderHintShader;
	qhandle_t	buttonHintShader;
	qhandle_t	waterHintShader;
	qhandle_t	cautionHintShader;
	qhandle_t	dangerHintShader;
	qhandle_t	secretHintShader;
	qhandle_t	qeustionHintShader;	
	qhandle_t	exclamationHintShader;
	qhandle_t	clipboardHintShader;
	qhandle_t	weaponHintShader;
	qhandle_t	ammoHintShader;
	qhandle_t	armorHintShader;
	qhandle_t	powerupHintShader;
	qhandle_t	holdableHintShader;
	qhandle_t	inventoryHintShader;
	qhandle_t	exitHintShader;

	qhandle_t	hintPlrFriendShader;
	qhandle_t	hintPlrNeutralShader;
	qhandle_t	hintPlrEnemyShader;
	qhandle_t	hintPlrUnknownShader;

	// DHM - Nerve :: Multiplayer hints
	qhandle_t	buildHintShader;
	qhandle_t	disarmHintShader;
	qhandle_t	reviveHintShader;
	qhandle_t	dynamiteHintShader;
	// dhm - end
//----(SA)	end

	// Rafael
	qhandle_t	snowShader;
	qhandle_t	oilParticle;
	qhandle_t	oilSlick;
	// done.

	// Rafael - cannon
	qhandle_t	smokePuffShaderdirty;
	qhandle_t	smokePuffShaderb1;
	qhandle_t	smokePuffShaderb2;
	qhandle_t	smokePuffShaderb3;
	qhandle_t	smokePuffShaderb4;
	qhandle_t	smokePuffShaderb5;
	// done
	
	// Rafael - blood pool
	qhandle_t	bloodPool;

	// Ridah, viewscreen blood animation
	qhandle_t	viewBloodAni[5];
	qhandle_t	viewFlashBlood;
	qhandle_t	viewFlashFire[16];
	// done

	// Rafael bats
	qhandle_t	bats[10];
	// done

	// Rafael shards
	qhandle_t	shardGlass1;
	qhandle_t	shardGlass2; 
	qhandle_t	shardWood1;
	qhandle_t	shardWood2;
	qhandle_t	shardMetal1;
	qhandle_t	shardMetal2;
	qhandle_t	shardCeramic1;
	qhandle_t	shardCeramic2;
	// done

	qhandle_t	shardRubble1;
	qhandle_t	shardRubble2;
	qhandle_t	shardRubble3;


	qhandle_t	shardJunk[MAX_LOCKER_DEBRIS];

	qhandle_t	numberShaders[11];

	qhandle_t	shadowMarkShader;
	qhandle_t	shadowFootShader;
	qhandle_t	shadowTorsoShader;

	qhandle_t	botSkillShaders[5];

	// wall mark shaders
	qhandle_t	wakeMarkShader;
	qhandle_t	wakeMarkShaderAnim;
	qhandle_t	bloodMarkShaders[5];
	qhandle_t	bloodDotShaders[5];
	qhandle_t	bulletMarkShader;
	qhandle_t	bulletMarkShaderMetal;
	qhandle_t	bulletMarkShaderWood;
	qhandle_t	bulletMarkShaderCeramic;
	qhandle_t	bulletMarkShaderGlass;
	qhandle_t	burnMarkShader;
	qhandle_t	holeMarkShader;
	qhandle_t	energyMarkShader;

	// powerup shaders
	qhandle_t	quadShader;
	qhandle_t	redQuadShader;
	qhandle_t	quadWeaponShader;
	qhandle_t	invisShader;
	qhandle_t	regenShader;
	qhandle_t	battleSuitShader;
	qhandle_t	battleWeaponShader;
	qhandle_t	hastePuffShader;

	// weapon effect models
	qhandle_t	spearModel;	//----(SA)	

	qhandle_t	bulletFlashModel;
	qhandle_t	ringFlashModel;
	qhandle_t	dishFlashModel;
	qhandle_t	lightningExplosionModel;

	qhandle_t	zombieLoogie;
	qhandle_t	flamebarrel;
	qhandle_t	mg42muzzleflash;
	//qhandle_t	mg42muzzleflashgg;
	qhandle_t	planemuzzleflash;

	// Rafael
	qhandle_t	crowbar;

	qhandle_t	waterSplashModel;
	qhandle_t	waterSplashShader;

	qhandle_t	thirdPersonBinocModel;	//----(SA)	added

	qhandle_t	batModel;
	qhandle_t	spiritSkullModel;

	// weapon effect shaders
	qhandle_t	railExplosionShader;
	qhandle_t	bulletExplosionShader;
	qhandle_t	rocketExplosionShader;
	qhandle_t	grenadeExplosionShader;
	qhandle_t	bfgExplosionShader;
	qhandle_t	bloodExplosionShader;

	qhandle_t	flameThrowerhitShader;

	// special effects models
	qhandle_t	teleportEffectModel;
	qhandle_t	teleportEffectShader;

	// scoreboard headers
	qhandle_t	scoreboardName;
	qhandle_t	scoreboardPing;
	qhandle_t	scoreboardScore;
	qhandle_t	scoreboardTime;
	// Ridah
	qhandle_t	bloodCloudShader;
	qhandle_t	sparkParticleShader;
	qhandle_t	smokeTrailShader;
	qhandle_t	fireTrailShader;
	qhandle_t	lightningBoltShader;
	qhandle_t	lightningBoss1Shader;
	qhandle_t	flamethrowerFireStream;
	qhandle_t	flamethrowerBlueStream;
	qhandle_t	flamethrowerFuelStream;
	qhandle_t	flamethrowerFuelShader;
	qhandle_t	onFireShader, onFireShader2;
	//qhandle_t	dripWetShader, dripWetShader2;
	qhandle_t	viewFadeBlack;
	qhandle_t	sparkFlareShader;
	qhandle_t	funnelFireShader[NUM_FUNNEL_SPRITES];
	qhandle_t	spotLightShader;
	qhandle_t	spotLightBeamShader;
	qhandle_t	lightningHitWallShader;
	qhandle_t	lightningWaveShader;
	qhandle_t	bulletParticleTrailShader;
	qhandle_t	smokeParticleShader;

	// DHM - Nerve :: bullet hitting dirt
	qhandle_t	dirtParticle1Shader;
	qhandle_t	dirtParticle2Shader;
	qhandle_t	dirtParticle3Shader;

	qhandle_t	zombieSpiritWallShader;
	qhandle_t	zombieSpiritTrailShader;
	qhandle_t	zombieSpiritSkullShader;
	qhandle_t	zombieDeathDustShader;
	qhandle_t	zombieBodyFadeShader;
	qhandle_t	zombieHeadFadeShader;

	qhandle_t	skeletonSkinShader;
	qhandle_t	skeletonLegsModel;
	qhandle_t	skeletonTorsoModel;
	qhandle_t	skeletonHeadModel;
	qhandle_t	skeletonLegsSkin;
	qhandle_t	skeletonTorsoSkin;
	qhandle_t	skeletonHeadSkin;

	qhandle_t	loperGroundChargeShader;

	qhandle_t	teslaDamageEffectShader;
	qhandle_t	teslaAltDamageEffectShader;
	qhandle_t	viewTeslaDamageEffectShader;
	qhandle_t	viewTeslaAltDamageEffectShader;
	// done.

//----(SA)	
	// proto/super/heini armor parts
	qhandle_t	protoArmor[9*3];		// 9 parts, 3 sections each	(nodam, dam1, dam2)
	qhandle_t	superArmor[16*3];		// 14 parts, 3 sections each
	qhandle_t	heinrichArmor[22*3];	// 20 parts, 3 sections each
//----(SA)	end

	// medals shown during gameplay
	qhandle_t	medalImpressive;
	qhandle_t	medalExcellent;
	qhandle_t	medalGauntlet;

	// sounds
	sfxHandle_t	n_health;
	sfxHandle_t	noFireUnderwater;
	sfxHandle_t	snipersound;
	sfxHandle_t	quadSound;
	sfxHandle_t	tracerSound;
	sfxHandle_t	selectSound;
	sfxHandle_t	useNothingSound;
	sfxHandle_t	wearOffSound;
	sfxHandle_t	footsteps[FOOTSTEP_TOTAL][4];
	sfxHandle_t	sfx_lghit1;
	sfxHandle_t	sfx_lghit2;
	sfxHandle_t	sfx_lghit3;
	sfxHandle_t	sfx_ric1;
	sfxHandle_t	sfx_ric2;
	sfxHandle_t	sfx_ric3;
	sfxHandle_t	sfx_railg;
	sfxHandle_t	sfx_rockexp;
	sfxHandle_t	sfx_rockexpDist; // JPW NERVE
	sfxHandle_t	sfx_dynamiteexp;
	sfxHandle_t sfx_dynamiteexpDist;	//----(SA)	added
	sfxHandle_t	sfx_spearhit;
	sfxHandle_t	sfx_knifehit[5];
	sfxHandle_t	sfx_bullet_metalhit[3];
	sfxHandle_t	sfx_bullet_woodhit[3];
	sfxHandle_t	sfx_bullet_roofhit[3];
	sfxHandle_t	sfx_bullet_ceramichit[3];
	sfxHandle_t	sfx_bullet_glasshit[3];
	sfxHandle_t	gibSound;
	sfxHandle_t	gibBounce1Sound;
	sfxHandle_t	gibBounce2Sound;
	sfxHandle_t	gibBounce3Sound;
	sfxHandle_t	teleInSound;
	sfxHandle_t	teleOutSound;
	sfxHandle_t	noAmmoSound;
	sfxHandle_t	respawnSound;
	sfxHandle_t talkSound;
	sfxHandle_t landSound;
	sfxHandle_t fallSound;
	sfxHandle_t jumpPadSound;

// JPW NERVE
//	sfxHandle_t oneMinuteSound;
//	sfxHandle_t fiveMinuteSound;
//	sfxHandle_t suddenDeathSound;

	sfxHandle_t twoMinuteSound_g, twoMinuteSound_a;
	sfxHandle_t thirtySecondSound_g, thirtySecondSound_a;
// jpw
	sfxHandle_t threeFragSound;
	sfxHandle_t twoFragSound;
	sfxHandle_t oneFragSound;

	sfxHandle_t hitSound;
	sfxHandle_t hitTeamSound;
	sfxHandle_t impressiveSound;
	sfxHandle_t excellentSound;
	sfxHandle_t deniedSound;
	sfxHandle_t humiliationSound;

	sfxHandle_t takenLeadSound;
	sfxHandle_t tiedLeadSound;
	sfxHandle_t lostLeadSound;

	sfxHandle_t watrInSound;
	sfxHandle_t watrOutSound;
	sfxHandle_t watrUnSound;

//	sfxHandle_t flightSound;
	sfxHandle_t underWaterSound;
	sfxHandle_t medkitSound;
	sfxHandle_t wineSound;
	sfxHandle_t elecSound;
	sfxHandle_t fireSound;
	sfxHandle_t waterSound;

	// teamplay sounds
	sfxHandle_t redLeadsSound;
	sfxHandle_t blueLeadsSound;
	sfxHandle_t teamsTiedSound;

	// tournament sounds
	sfxHandle_t	count3Sound;
	sfxHandle_t	count2Sound;
	sfxHandle_t	count1Sound;
	sfxHandle_t	countFightSound;
	sfxHandle_t	countPrepareSound;

	//----(SA) added
	sfxHandle_t	debBounce1Sound;
	sfxHandle_t	debBounce2Sound;
	sfxHandle_t	debBounce3Sound;
	//----(SA) end

	//----(SA)	added
	sfxHandle_t	grenadePulseSound4;
	sfxHandle_t	grenadePulseSound3;
	sfxHandle_t	grenadePulseSound2;
	sfxHandle_t	grenadePulseSound1;
	//----(SA)	

//----(SA)	added
	sfxHandle_t	sparkSounds[2];
//----(SA)	

	// Ridah
	sfxHandle_t	flameSound;
	sfxHandle_t	flameBlowSound;
	sfxHandle_t	flameStartSound;
	sfxHandle_t	flameStreamSound;
	sfxHandle_t	lightningSounds[3];
	sfxHandle_t	lightningZap;
	sfxHandle_t	flameCrackSound;
	sfxHandle_t	boneBounceSound;

	sfxHandle_t zombieSpiritSound;
	sfxHandle_t zombieSpiritLoopSound;
	sfxHandle_t	zombieDeathSound;

	sfxHandle_t	loperLightningSounds[3];
	sfxHandle_t	loperLightningZap;

	sfxHandle_t	lightningClap[5];

	sfxHandle_t	batsFlyingLoopSound;

	sfxHandle_t grenadebounce1;
	sfxHandle_t grenadebounce2;

	sfxHandle_t dynamitebounce1;	//----(SA)	added

	sfxHandle_t fbarrelexp1;
	sfxHandle_t fbarrelexp2; 

	sfxHandle_t fkickwall; 
	sfxHandle_t fkickflesh;
	sfxHandle_t fkickmiss;

	int			bulletHitFleshScript;

	int			teslaZapScript;
	sfxHandle_t	teslaLoopSound;
	// done.

	qhandle_t cursor;
	qhandle_t selectCursor;
	qhandle_t sizeCursor;

} cgMedia_t;


// The client game static (cgs) structure hold everything
// loaded or calculated from the gamestate.  It will NOT
// be cleared when a tournement restart is done, allowing
// all clients to begin playing instantly
typedef struct {
	gameState_t		gameState;			// gamestate from server
	glconfig_t		glconfig;			// rendering configuration
	float			screenXScale;		// derived from glconfig
	float			screenYScale;
	float			screenXBias;

	int				serverCommandSequence;	// reliable command stream counter
	int				processedSnapshotNum;// the number of snapshots cgame has requested

	qboolean		localServer;		// detected on startup by checking sv_running

	// parsed from serverinfo
	gametype_t		gametype;
	int				antilag;

	// Rafael gameskill
	gameskill_t		gameskill;
	// done

	int				dmflags;
	int				teamflags;
	int				fraglimit;
	int				capturelimit;
	float			timelimit;				// NERVE - SMF - made this a float
	int				maxclients;
	char			mapname[MAX_QPATH];
	char			redTeam[MAX_QPATH];		// A team
	char			blueTeam[MAX_QPATH];	// B team

	int				voteTime;
	int				voteYes;
	int				voteNo;
	qboolean		voteModified;			// beep whenever changed
	char			voteString[MAX_STRING_TOKENS];

	int				teamVoteTime[2];
	int				teamVoteYes[2];
	int				teamVoteNo[2];
	qboolean		teamVoteModified[2];	// beep whenever changed
	char			teamVoteString[2][MAX_STRING_TOKENS];

	int				levelStartTime;

	int				scores1, scores2;		// from configstrings

	//
	// locally derived information from gamestate
	//
	qhandle_t		gameModels[MAX_MODELS];
	sfxHandle_t		gameSounds[MAX_SOUNDS];

	int				numInlineModels;
	qhandle_t		inlineDrawModel[MAX_MODELS];
	vec3_t			inlineModelMidpoints[MAX_MODELS];

	clientInfo_t	clientinfo[MAX_CLIENTS];

	// teamchat width is *3 because of embedded color codes
	char			teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1];
	int				teamChatMsgTimes[TEAMCHAT_HEIGHT];
	int				teamChatPos;
	int				teamLastChatPos;

	// New notify mechanism for obits
	char			notifyMsgs[NOTIFY_HEIGHT][NOTIFY_WIDTH*3+1];
	int				notifyMsgTimes[NOTIFY_HEIGHT];
	int				notifyPos;
	int				notifyLastPos;

	int cursorX;
	int cursorY;
	qboolean eventHandling;
	qboolean mouseCaptured;
	qboolean sizingHud;
	void *capturedItem;
	qhandle_t activeCursor;

	// screen fading
	float	fadeAlpha, fadeAlphaCurrent;
	int		fadeStartTime;
	int		fadeDuration;

	// media
	cgMedia_t		media;

	// player/AI model scripting (client repository)
	animScriptData_t	animScriptData;

	// NERVE - SMF
	int			currentVoiceClient;
	int			currentRound;
	float		nextTimeLimit;
	int			minclients;
	gamestate_t	gamestate;
	// -NERVE - SMF

	int complaintClient;		// DHM - Nerve
	int complaintEndTime;		// DHM - Nerve
	float smokeWindDir; // JPW NERVE for smoke puffs & wind (arty, airstrikes, bullet impacts)
} cgs_t;

//==============================================================================

extern	cgs_t			cgs;
extern	cg_t			cg;
extern	centity_t		cg_entities[MAX_GENTITIES];
extern	weaponInfo_t	cg_weapons[MAX_WEAPONS];
extern	itemInfo_t		cg_items[MAX_ITEMS];
extern	markPoly_t		cg_markPolys[MAX_MARK_POLYS];

extern	vmCvar_t		cg_centertime;
extern	vmCvar_t		cg_runpitch;
extern	vmCvar_t		cg_runroll;
extern	vmCvar_t		cg_bobup;
extern	vmCvar_t		cg_bobpitch;
extern	vmCvar_t		cg_bobroll;
extern	vmCvar_t		cg_swingSpeed;
extern	vmCvar_t		cg_shadows;
extern	vmCvar_t		cg_gibs;
extern	vmCvar_t		cg_drawTimer;
extern	vmCvar_t		cg_drawFPS;
extern	vmCvar_t		cg_drawSnapshot;
extern	vmCvar_t		cg_draw3dIcons;
extern	vmCvar_t		cg_drawIcons;
extern	vmCvar_t		cg_drawAmmoWarning;
extern	vmCvar_t		cg_drawCrosshair;
extern	vmCvar_t		cg_drawCrosshairNames;
extern	vmCvar_t		cg_drawCrosshairPickups;
extern	vmCvar_t		cg_hudAlpha;
extern	vmCvar_t		cg_useWeapsForZoom;
extern	vmCvar_t		cg_weaponCycleDelay;	//----(SA)	added
extern	vmCvar_t		cg_cycleAllWeaps;
extern	vmCvar_t		cg_drawAllWeaps;
extern	vmCvar_t		cg_drawRewards;
extern	vmCvar_t		cg_drawTeamOverlay;
extern	vmCvar_t		cg_uselessNostalgia; // JPW NERVE
extern	vmCvar_t		cg_crosshairX;
extern	vmCvar_t		cg_crosshairY;
extern	vmCvar_t		cg_crosshairSize;
extern	vmCvar_t		cg_crosshairHealth;
extern	vmCvar_t		cg_drawStatus;
extern	vmCvar_t		cg_draw2D;
extern	vmCvar_t		cg_drawFrags;
extern	vmCvar_t		cg_animSpeed;
extern	vmCvar_t		cg_debugAnim;
extern	vmCvar_t		cg_debugPosition;
extern	vmCvar_t		cg_debugEvents;
extern	vmCvar_t		cg_drawSpreadScale;
extern	vmCvar_t		cg_railTrailTime;
extern	vmCvar_t		cg_errorDecay;
extern	vmCvar_t		cg_nopredict;
extern	vmCvar_t		cg_noPlayerAnims;
extern	vmCvar_t		cg_showmiss;
extern	vmCvar_t		cg_footsteps;
extern	vmCvar_t		cg_markTime;
extern	vmCvar_t		cg_brassTime;
extern	vmCvar_t		cg_gun_frame;
extern	vmCvar_t		cg_gun_x;
extern	vmCvar_t		cg_gun_y;
extern	vmCvar_t		cg_gun_z;
extern	vmCvar_t		cg_drawGun;
extern	vmCvar_t		cg_drawFPGun;
extern	vmCvar_t		cg_drawGamemodels;
extern	vmCvar_t		cg_cursorHints;
extern	vmCvar_t		cg_viewsize;
extern	vmCvar_t		cg_letterbox;	//----(SA)	added
extern	vmCvar_t		cg_tracerChance;
extern	vmCvar_t		cg_tracerWidth;
extern	vmCvar_t		cg_tracerLength;
extern	vmCvar_t		cg_tracerSpeed;
extern	vmCvar_t		cg_autoswitch;
extern	vmCvar_t		cg_ignore;
extern	vmCvar_t		cg_simpleItems;
extern	vmCvar_t		cg_fov;
extern	vmCvar_t		cg_zoomFov;
extern	vmCvar_t		cg_zoomDefaultBinoc;
extern	vmCvar_t		cg_zoomDefaultSniper;
extern	vmCvar_t		cg_zoomDefaultFG;
extern	vmCvar_t		cg_zoomDefaultSnooper;
extern	vmCvar_t		cg_zoomStepBinoc;
extern	vmCvar_t		cg_zoomStepSniper;
extern	vmCvar_t		cg_zoomStepSnooper;
extern	vmCvar_t		cg_zoomStepFG;
extern	vmCvar_t		cg_reticles;
extern	vmCvar_t		cg_reticleType;
extern	vmCvar_t		cg_reticleBrightness;
extern	vmCvar_t		cg_thirdPersonRange;
extern	vmCvar_t		cg_thirdPersonAngle;
extern	vmCvar_t		cg_thirdPerson;
extern	vmCvar_t		cg_stereoSeparation;
extern	vmCvar_t		cg_lagometer;
extern	vmCvar_t		cg_drawAttacker;
extern	vmCvar_t		cg_synchronousClients;
extern	vmCvar_t		cg_teamChatTime;
extern	vmCvar_t		cg_teamChatHeight;
extern	vmCvar_t		cg_stats;
extern	vmCvar_t 		cg_forceModel;
extern	vmCvar_t		cg_coronafardist;
extern	vmCvar_t		cg_coronas;
extern	vmCvar_t 		cg_buildScript;
extern	vmCvar_t		cg_paused;
extern	vmCvar_t		cg_blood;
extern	vmCvar_t		cg_predictItems;
extern	vmCvar_t		cg_deferPlayers;
extern	vmCvar_t		cg_teamChatsOnly;
extern	vmCvar_t		cg_noVoiceChats;			// NERVE - SMF
extern	vmCvar_t		cg_noVoiceText;				// NERVE - SMF
extern	vmCvar_t		cg_enableBreath;
extern	vmCvar_t		cg_autoactivate;
extern	vmCvar_t		cg_emptyswitch;
extern	vmCvar_t		cg_smoothClients;
extern	vmCvar_t		pmove_fixed;
extern	vmCvar_t		pmove_msec;

extern	vmCvar_t		cg_cameraOrbit;
extern	vmCvar_t		cg_cameraOrbitDelay;
extern	vmCvar_t		cg_timescaleFadeEnd;
extern	vmCvar_t		cg_timescaleFadeSpeed;
extern	vmCvar_t		cg_timescale;
extern	vmCvar_t		cg_cameraMode;
extern  vmCvar_t		cg_smallFont;
extern  vmCvar_t		cg_bigFont;
extern	vmCvar_t		cg_noTaunt;		// NERVE - SMF
extern	vmCvar_t		cg_voiceSpriteTime;		// DHM - Nerve

extern	vmCvar_t		cg_blinktime;	//----(SA)	added

extern	vmCvar_t		cg_currentSelectedPlayer;
extern	vmCvar_t		cg_currentSelectedPlayerName;

// Rafael - particle switch
extern	vmCvar_t		cg_wolfparticles;
// done

// Ridah
extern vmCvar_t			cg_gameType;
extern vmCvar_t			cg_bloodTime;
extern vmCvar_t			cg_norender;
extern vmCvar_t			cg_skybox;

// Rafael gameskill
extern vmCvar_t			cg_gameSkill;
// done

// JPW NERVE
extern vmCvar_t	cg_medicChargeTime;
extern vmCvar_t	cg_engineerChargeTime;
extern vmCvar_t	cg_LTChargeTime;
extern vmCvar_t	cg_soldierChargeTime;
extern vmCvar_t	cg_redlimbotime;
extern vmCvar_t	cg_bluelimbotime;
// jpw

extern vmCvar_t			cg_hunkUsed;
extern vmCvar_t			cg_soundAdjust;
extern vmCvar_t			cg_expectedhunkusage;

extern vmCvar_t			cg_showAIState;

extern vmCvar_t			cg_notebook;
extern vmCvar_t			cg_notebookpages;	// bitflags for the currently accessable pages.  if they wanna cheat, let 'em.  Most won't, or will wait 'til they actually play it.

extern vmCvar_t			cg_animState;
extern vmCvar_t			cg_missionStats;
extern vmCvar_t			cg_waitForFire;

// NERVE - SMF - Wolf multiplayer configuration cvars
extern vmCvar_t			mp_playerType;
extern vmCvar_t			mp_currentPlayerType;
extern vmCvar_t			mp_team;
extern vmCvar_t			mp_currentTeam;
extern vmCvar_t			mp_weapon;
extern vmCvar_t			mp_item1;

extern vmCvar_t			cg_drawCompass;
extern vmCvar_t			cg_drawNotifyText;
extern vmCvar_t			cg_quickMessageAlt;
extern vmCvar_t			cg_popupLimboMenu;
extern vmCvar_t			cg_descriptiveText;
// -NERVE - SMF

// TTimo
extern vmCvar_t			cg_autoReload;
extern vmCvar_t			cg_antilag;

//
// cg_main.c
//
const char *CG_ConfigString( int index );
const char *CG_Argv( int arg );

float CG_Cvar_Get(const char *cvar);

void QDECL CG_Printf( const char *msg, ... );
void QDECL CG_Error( const char *msg, ... );

void CG_StartMusic( void );

void CG_UpdateCvars( void );

int CG_CrosshairPlayer( void );
int CG_LastAttacker( void );
void CG_LoadMenus(const char *menuFile);
void CG_KeyEvent(int key, qboolean down);
void CG_MouseEvent(int x, int y);
void CG_EventHandling(int type);

qboolean CG_GetTag( int clientNum, char *tagname, orientation_t *or );
qboolean CG_GetWeaponTag( int clientNum, char *tagname, orientation_t *or );

qboolean CG_CheckCenterView();

//
// cg_view.c
//
void CG_TestModel_f (void);
void CG_TestGun_f (void);
void CG_TestModelNextFrame_f (void);
void CG_TestModelPrevFrame_f (void);
void CG_TestModelNextSkin_f (void);
void CG_TestModelPrevSkin_f (void);
void CG_ZoomDown_f( void );
void CG_ZoomIn_f(void);
void CG_ZoomOut_f(void);
void CG_ZoomUp_f( void );

void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );

void CG_Concussive (centity_t *cent);
//
// cg_drawtools.c
//
void CG_AdjustFrom640( float *x, float *y, float *w, float *h );
void CG_FillRect( float x, float y, float width, float height, const float *color );
void CG_HorizontalPercentBar( float x, float y, float width, float height, float percent );
void CG_DrawMotd();
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
void CG_DrawRotatedPic( float x, float y, float width, float height, qhandle_t hShader, float angle );		// NERVE - SMF
void CG_FilledBar(float x, float y, float w, float h, float *startColor, float *endColor, const float *bgColor, float frac, int flags);
// JOSEPH 10-26-99
void CG_DrawStretchPic( float x, float y, float width, float height, qhandle_t hShader );
// END JOSEPH
void CG_DrawString( float x, float y, const char *string, 
				   float charWidth, float charHeight, const float *modulate );


void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, 
		qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars );
// JOSEPH 4-17-00
void CG_DrawStringExt2( int x, int y, const char *string, const float *setColor, 
		qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars );
// END JOSEPH
void CG_DrawBigString( int x, int y, const char *s, float alpha );
void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color );
void CG_DrawSmallString( int x, int y, const char *s, float alpha );
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color );
// JOSEPH 4-25-00
void CG_DrawBigString2( int x, int y, const char *s, float alpha );
void CG_DrawBigStringColor2( int x, int y, const char *s, vec4_t color );
// END JOSEPH
int CG_DrawStrlen( const char *str );

float	*CG_FadeColor( int startMsec, int totalMsec );
float *CG_TeamColor( int team );
void CG_TileClear( void );
void CG_ColorForHealth( vec4_t hcolor );
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );

float UI_ProportionalSizeScale( int style );
int	UI_ProportionalStringWidth( const char* str );
void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );

// new hud stuff
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
void CG_DrawSides(float x, float y, float w, float h, float size);
void CG_DrawTopBottom(float x, float y, float w, float h, float size);

// NERVE - SMF - localization functions
void CG_InitTranslation();
char* CG_TranslateString( const char *string );
void CG_SaveTransTable();
void CG_ReloadTranslation();
// -NERVE - SMF

//
// cg_draw.c, cg_newDraw.c
//
extern	int sortedTeamPlayers[TEAM_MAXOVERLAY];
extern	int	numSortedTeamPlayers;
extern	int drawTeamOverlayModificationCount;
extern  char systemChat[256];
extern  char teamChat1[256];
extern  char teamChat2[256];
extern	char cg_fxflags; // JPW NERVE

void CG_AddLagometerFrameInfo( void );
void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
void CG_CenterPrint( const char *str, int y, int charWidth );
void CG_PriorityCenterPrint( const char *str, int y, int charWidth, int priority );		// NERVE - SMF
void CG_ObjectivePrint( const char *str, int charWidth );						// NERVE - SMF
void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles );
void CG_DrawActive( stereoFrame_t stereoView );
void CG_DrawFlagModel( float x, float y, float w, float h, int team );

void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team );
void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle);
void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style);
int CG_Text_Width(const char *text, float scale, int limit);
int CG_Text_Height(const char *text, float scale, int limit);
void CG_SelectPrevPlayer();
void CG_SelectNextPlayer();
float CG_GetValue(int ownerDraw, int type);	// 'type' is relative or absolute (fractional-'0.5' or absolute- '50' health)
qboolean CG_OwnerDrawVisible(int flags);
void CG_RunMenuScript(char **args);
void CG_ShowResponseHead();
void CG_SetPrintString(int type, const char *p);
void CG_InitTeamChat();
void CG_GetTeamColor(vec4_t *color);
const char *CG_GetGameStatusText();
const char *CG_GetKillerText();
void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles );
void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader);
void CG_CheckOrderPending();
const char *CG_GameTypeString();
qboolean CG_YourTeamHasFlag();
qboolean CG_OtherTeamHasFlag();
qhandle_t CG_StatusHandle(int task);
void CG_Fade( int r, int g, int b, int a, float time );




//
// cg_player.c
//
qboolean CG_EntOnFire( centity_t *cent);	// Ridah
void CG_Player( centity_t *cent );
void CG_ResetPlayerEntity( centity_t *cent );
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team, entityState_t *es, const vec3_t fireRiseDir );
void CG_NewClientInfo( int clientNum );
sfxHandle_t	CG_CustomSound( int clientNum, const char *soundName );

// Rafael particles
extern qboolean		initparticles;
int CG_NewParticleArea ( int num );

//
// cg_predict.c
//
void CG_BuildSolidList( void );
int	CG_PointContents( const vec3_t point, int passEntityNum );
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, 
					 int skipNumber, int mask );
void CG_PredictPlayerState( void );
void CG_LoadDeferredPlayers( void );


//
// cg_events.c
//
void CG_CheckEvents( centity_t *cent );
const char	*CG_PlaceString( int rank );
void CG_EntityEvent( centity_t *cent, vec3_t position );
void CG_PainEvent( centity_t *cent, int health, qboolean crouching );


//
// cg_ents.c
//
void CG_SetEntitySoundPosition( centity_t *cent );
void CG_AddPacketEntities( void );
void CG_Beam( centity_t *cent );
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out, vec3_t outDeltaAngles );

void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, 
							char *tagName, int startIndex, vec3_t *offset);
void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, char *tagName );


//----(SA)
void CG_AttachedPartChange( centity_t *cent);
void CG_NextItem_f( void );
void CG_PrevItem_f( void );
void CG_Item_f( void );
//----(SA)	end


//
// cg_weapons.c
//
void CG_LastWeaponUsed_f(void);		//----(SA)	added
void CG_NextWeaponInBank_f(void);	//----(SA)	added
void CG_PrevWeaponInBank_f(void);	//----(SA)	added
void CG_AltWeapon_f(void);
void CG_NextWeapon_f(void);
void CG_PrevWeapon_f(void);
void CG_Weapon_f(void);
void CG_WeaponBank_f(void);

void CG_FinishWeaponChange(int lastweap, int newweap);

void CG_RegisterWeapon( int weaponNum );
void CG_RegisterItemVisuals( int itemNum );

void CG_FireWeapon( centity_t *cent);	//----(SA)	modified.
//void CG_EndFireWeapon( centity_t *cent, int firemode );	//----(SA)	added
void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, int surfaceFlags );	//	(SA) modified to send missilehitwall surface parameters

void CG_MissileHitWallSmall( int weapon, int clientNum, vec3_t origin, vec3_t dir );
void CG_DrawTracer( vec3_t start, vec3_t finish );

// Rafael
void CG_MG42EFX (centity_t *cent);

void CG_FLAKEFX (centity_t *cent, int whichgun);

void CG_MortarEFX(centity_t *cent); 

// Ridah
qboolean CG_MonsterUsingWeapon( centity_t *cent, int aiChar, int weaponNum );

// Rafael
void CG_MissileHitWall2( int weapon, int clientNum, vec3_t origin, vec3_t dir );
// done

void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, int entityNum );
//----(SA)	
void CG_VenomFire( entityState_t *es, qboolean fullmode );
//----(SA)	
void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum, qboolean wolfkick, int otherEntNum2, int seed );

void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end, int type);	//----(SA)	added 'type'
void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi );
void CG_AddViewWeapon (playerState_t *ps);
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );
void CG_DrawWeaponSelect( void );
void CG_DrawHoldableSelect( void );

void CG_OutOfAmmoChange( void );
void CG_HoldableUsedupChange(void);	//----(SA)	added

//----(SA) added to header to access from outside cg_weapons.c
void CG_AddDebris( vec3_t origin, vec3_t dir, int speed, int duration, int count );
//----(SA) done

void CG_ClientDamage( int entnum, int enemynum, int id );

//
// cg_marks.c
//
void	CG_InitMarkPolys( void );
void	CG_AddMarks( void );
void	CG_ImpactMark( qhandle_t markShader, 
				    const vec3_t origin, const vec3_t dir, 
					float orientation, 
				    float r, float g, float b, float a, 
					qboolean alphaFade, 
					float radius, qboolean temporary, int duration );

// Rafael particles
//
// cg_particles.c
//
void	CG_ClearParticles (void);
void	CG_AddParticles (void);
void	CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum);
void	CG_ParticleSmoke (qhandle_t pshader, centity_t *cent);
void	CG_AddParticleShrapnel (localEntity_t *le);
void	CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent);
void	CG_ParticleBulletDebris (vec3_t	org, vec3_t vel, int duration);
void	CG_ParticleDirtBulletDebris (vec3_t org, vec3_t vel, int duration);		// DHM - Nerve
void	CG_ParticleDirtBulletDebris_Core (vec3_t org, vec3_t vel, int duration, float width, float height, float alpha, char *shadername);	// NERVE - SMF // JPW addtnl params
void	CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed);
void	CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir);
void	CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha);

// Ridah
void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd);

// Rafael snow pvs check
void	CG_SnowLink (centity_t *cent, qboolean particleOn);
// done.

// Rafael bats
void CG_ParticleBat (centity_t *cent);
void	CG_ParticleBats (qhandle_t pshader, centity_t *cent);
void	CG_BatsUpdatePosition (centity_t *cent);
void CG_ParticleImpactSmokePuff (qhandle_t pshader, vec3_t origin);
void CG_ParticleImpactSmokePuffExtended (qhandle_t pshader, vec3_t origin, int lifetime, int vel, int acc, int maxroll, float alpha);		// (SA) so I can add more parameters without screwing up the one that's there
void CG_Particle_Bleed (qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration);
void CG_GetBleedOrigin (vec3_t head_origin, vec3_t torso_origin, vec3_t legs_origin, int fleshEntityNum);
void CG_Particle_OilParticle (qhandle_t pshader, vec3_t origin, vec3_t origin2, int ptime, int snum);
void CG_Particle_OilSlick (qhandle_t pshader, centity_t *cent);
void CG_OilSlickRemove (centity_t *cent);
void CG_BloodPool (localEntity_t *le, qhandle_t pshader, trace_t *tr);
void CG_ParticleBloodCloudZombie (centity_t *cent, vec3_t origin, vec3_t dir);
void CG_ParticleBloodCloud (centity_t *cent, vec3_t origin, vec3_t dir);
// done

// Ridah, trails
//
// cg_trails.c
//
int CG_AddTrailJunc(int headJuncIndex, qhandle_t shader, int spawnTime, int sType, vec3_t pos, int trailLife, float alphaStart, float alphaEnd, float startWidth, float endWidth, int flags, vec3_t colorStart, vec3_t colorEnd, float sRatio, float animSpeed);
int CG_AddSparkJunc(int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife, float alphaStart, float alphaEnd, float startWidth, float endWidth);
int CG_AddSmokeJunc(int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife, float alpha, float startWidth, float endWidth);
int CG_AddFireJunc(int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife, float alpha, float startWidth, float endWidth);
void CG_AddTrails(void);
void CG_ClearTrails (void);
// done.

// Ridah, sound scripting
int CG_SoundScriptPrecache( const char *name );
qboolean CG_SoundPlaySoundScript( const char *name, vec3_t org, int entnum );
// TTimo: prototype must match animScriptData_t::playSound
void CG_SoundPlayIndexedScript( int index, vec3_t org, int entnum );
void CG_SoundInit( void );
// done.

// Ridah, flamethrower
void CG_FireFlameChunks( centity_t *cent, vec3_t origin, vec3_t angles, float speedScale, qboolean firing );
void CG_InitFlameChunks(void);
void CG_AddFlameChunks(void);
void CG_UpdateFlamethrowerSounds(void);
void CG_FlameDamage( int owner, vec3_t org, float radius );
// done.

//
// cg_localents.c
//
void	CG_InitLocalEntities( void );
localEntity_t	*CG_AllocLocalEntity( void );
void	CG_AddLocalEntities( void );

//
// cg_effects.c
//
int CG_GetOriginForTag( centity_t *cent, refEntity_t *parent, char *tagName, int startIndex, vec3_t org, vec3_t axis[3] );
localEntity_t *CG_SmokePuff( const vec3_t p, 
				   const vec3_t vel, 
				   float radius,
				   float r, float g, float b, float a,
				   float duration,
				   int startTime,
				   int fadeInTime,
				   int leFlags,
				   qhandle_t hShader );

void CG_BubbleTrail	( vec3_t start, vec3_t end, float size, float spacing );
void CG_SpawnEffect	( vec3_t org );
void CG_GibPlayer( centity_t *cent, vec3_t playerOrigin, vec3_t gdir );
void CG_LoseHat		( centity_t *cent, vec3_t dir );	//----(SA)	added
void CG_GibHead		( vec3_t headOrigin );

void CG_Bleed( vec3_t origin, int entityNum );

localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
								qhandle_t hModel, qhandle_t shader, int msec,
								qboolean isSprite );
// Ridah
void CG_DynamicLightningBolt( qhandle_t shader, vec3_t start, vec3_t pend, int numBolts, float maxWidth, qboolean fade, float startAlpha, int recursion, int randseed );
void CG_SparklerSparks( vec3_t origin, int count );
void CG_ClearFlameChunks (void);
void CG_ProjectedSpotLight( vec3_t start, vec3_t dir );
// done.

//----(SA)	
void CG_Spotlight( centity_t *cent, float *color, vec3_t start, vec3_t dir, int segs, float range, int startWidth, float coneAngle, int flags);
#define SL_NOTRACE			0x001	// don't do a trace check for shortening the beam, always draw at full 'range' length
#define SL_NODLIGHT			0x002	// don't put a dlight at the end
#define SL_NOSTARTCAP		0x004	// dont' cap the start circle
#define SL_LOCKTRACETORANGE	0x010	// only trace out as far as the specified range (rather than to max spot range)
#define SL_NOFLARE			0x020	// don't draw a flare when the light is pointing at the camera
#define SL_NOIMPACT			0x040	// don't draw the impact mark
#define SL_LOCKUV			0x080	// lock the texture coordinates at the 'true' length of the requested beam.
#define SL_NOCORE			0x100	// don't draw the center 'core' beam
#define SL_TRACEWORLDONLY	0x200
//----(SA)	done

void CG_RumbleEfx ( float pitch, float yaw );

//
// cg_snapshot.c
//
void CG_ProcessSnapshots( void );

 //
// cg_spawn.c
//
qboolean	CG_SpawnString( const char *key, const char *defaultString, char **out );
qboolean	CG_SpawnFloat( const char *key, const char *defaultString, float *out );
qboolean	CG_SpawnInt( const char *key, const char *defaultString, int *out );
qboolean	CG_SpawnVector( const char *key, const char *defaultString, float *out );
void		CG_ParseEntitiesFromString( void );

//
// cg_info.c
//
void CG_LoadingString( const char *s );
void CG_LoadingItem( int itemNum );
void CG_LoadingClient( int clientNum );
void CG_DrawInformation( void );

//
// cg_scoreboard.c
//
qboolean CG_DrawScoreboard( void );
void CG_DrawTourneyScoreboard( void );

//
// cg_consolecmds.c
//
qboolean CG_ConsoleCommand( void );
void CG_InitConsoleCommands( void );

//
// cg_servercmds.c
//
void CG_ExecuteNewServerCommands( int latestSequence );
void CG_ParseServerinfo( void );
void CG_ParseWolfinfo( void );			// NERVE - SMF
void CG_SetConfigValues( void );
void CG_ShaderStateChanged(void);
void CG_SendMoveSpeed( animation_t *animList, int numAnims, char *modelName );
void CG_LoadVoiceChats();				// NERVE - SMF
void CG_PlayBufferedVoiceChats();		// NERVE - SMF
void CG_AddToNotify( const char *str );

//
// cg_playerstate.c
//
void CG_Respawn( void );
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );


//===============================================

//
// system traps
// These functions are how the cgame communicates with the main game system
//

// print message on the local console
void		trap_Print( const char *fmt );

// abort the game
void		trap_Error( const char *fmt );

// milliseconds should only be used for performance tuning, never
// for anything game related.  Get time from the CG_DrawActiveFrame parameter
int			trap_Milliseconds( void );

// console variable interaction
void		trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
void		trap_Cvar_Update( vmCvar_t *vmCvar );
void		trap_Cvar_Set( const char *var_name, const char *value );
void		trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );

// ServerCommand and ConsoleCommand parameter access
int			trap_Argc( void );
void		trap_Argv( int n, char *buffer, int bufferLength );
void		trap_Args( char *buffer, int bufferLength );

// filesystem access
// returns length of file
int			trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void		trap_FS_Read( void *buffer, int len, fileHandle_t f );
void		trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void		trap_FS_FCloseFile( fileHandle_t f );

// add commands to the local console as if they were typed in
// for map changing, etc.  The command is not executed immediately,
// but will be executed in order the next time console commands
// are processed
void		trap_SendConsoleCommand( const char *text );

// register a command name so the console can perform command completion.
// FIXME: replace this with a normal console command "defineCommand"?
void		trap_AddCommand( const char *cmdName );

// send a string to the server over the network
void		trap_SendClientCommand( const char *s );

// force a screen update, only used during gamestate load
void		trap_UpdateScreen( void );

// model collision
void		trap_CM_LoadMap( const char *mapname );
int			trap_CM_NumInlineModels( void );
clipHandle_t trap_CM_InlineModel( int index );		// 0 = world, 1+ = bmodels
clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
clipHandle_t trap_CM_TempCapsuleModel( const vec3_t mins, const vec3_t maxs );
int			trap_CM_PointContents( const vec3_t p, clipHandle_t model );
int			trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
void		trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
					  const vec3_t mins, const vec3_t maxs,
					  clipHandle_t model, int brushmask );
void		trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
					  const vec3_t mins, const vec3_t maxs,
					  clipHandle_t model, int brushmask,
					  const vec3_t origin, const vec3_t angles );

void		trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
					  const vec3_t mins, const vec3_t maxs,
					  clipHandle_t model, int brushmask );
void		trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
					  const vec3_t mins, const vec3_t maxs,
					  clipHandle_t model, int brushmask,
					  const vec3_t origin, const vec3_t angles );

// Returns the projection of a polygon onto the solid brushes in the world
int			trap_CM_MarkFragments( int numPoints, const vec3_t *points, 
			const vec3_t projection,
			int maxPoints, vec3_t pointBuffer,
			int maxFragments, markFragment_t *fragmentBuffer );

// normal sounds will have their volume dynamically changed as their entity
// moves and the listener moves
void		trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
void		trap_S_StartSoundEx( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx, int flags );
void		trap_S_StopLoopingSound(int entnum);

// a local sound is always played full volume
void		trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void		trap_S_ClearLoopingSounds( qboolean killall );
void		trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, int volume );
void		trap_S_AddRangedLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, int range );
void		trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void		trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );

// Ridah, talking animations
int			trap_S_GetVoiceAmplitude( int entityNum );
// done.

// repatialize recalculates the volumes of sound as they should be heard by the
// given entityNum and position
void		trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
sfxHandle_t	trap_S_RegisterSound( const char *sample );		// returns buzz if not found
void		trap_S_StartBackgroundTrack( const char *intro, const char *loop );	// empty name stops music
void		trap_S_StopBackgroundTrack( void );
void		trap_S_StartStreamingSound( const char *intro, const char *loop, int entnum, int channel, int attenuation );

void		trap_R_LoadWorldMap( const char *mapname );

// all media should be registered during level startup to prevent
// hitches during gameplay
qhandle_t	trap_R_RegisterModel( const char *name );			// returns rgb axis if not found
qhandle_t	trap_R_RegisterSkin( const char *name );			// returns all white if not found
qhandle_t	trap_R_RegisterShader( const char *name );			// returns all white if not found
qhandle_t	trap_R_RegisterShaderNoMip( const char *name );			// returns all white if not found

qboolean	trap_R_GetSkinModel	(qhandle_t skinid, const char *type, char *name);	//----(SA) added
qhandle_t	trap_R_GetShaderFromModel( qhandle_t modelid, int surfnum, int withlightmap);	//----(SA)	added

// a scene is built up by calls to R_ClearScene and the various R_Add functions.
// Nothing is drawn until R_RenderScene is called.
void		trap_R_ClearScene( void );
void		trap_R_AddRefEntityToScene( const refEntity_t *re );

// polys are intended for simple wall marks, not really for doing
// significant construction
void		trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
// Ridah
void		trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys );
// done.
void		trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b, int overdraw );
void		trap_R_AddCoronaToScene( const vec3_t org, float r, float g, float b, float scale, int id, qboolean visible);
void		trap_R_RenderScene( const refdef_t *fd );
void		trap_R_SetColor( const float *rgba );	// NULL = 1,1,1,1
void		trap_R_DrawStretchPic( float x, float y, float w, float h, 
			float s1, float t1, float s2, float t2, qhandle_t hShader );
void		trap_R_DrawRotatedPic( float x, float y, float w, float h, 
							   float s1, float t1, float s2, float t2, qhandle_t hShader, float angle );		// NERVE - SMF
void		trap_R_DrawStretchPicGradient( float x, float y, float w, float h, 
			float s1, float t1, float s2, float t2, qhandle_t hShader, const float *gradientColor, int gradientType );

void		trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
int			trap_R_LerpTag( orientation_t *tag, const refEntity_t *refent, const char *tagName, int startIndex );
void		trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );

//----(SA)	
void	trap_R_SetFog( int fogvar, int var1, int var2, float r, float g, float b, float density);

//----(SA)	

// The glconfig_t will not change during the life of a cgame.
// If it needs to change, the entire cgame will be restarted, because
// all the qhandle_t are then invalid.
void		trap_GetGlconfig( glconfig_t *glconfig );

// the gamestate should be grabbed at startup, and whenever a
// configstring changes
void		trap_GetGameState( gameState_t *gamestate );

// cgame will poll each frame to see if a newer snapshot has arrived
// that it is interested in.  The time is returned seperately so that
// snapshot latency can be calculated.
void		trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );

// a snapshot get can fail if the snapshot (or the entties it holds) is so
// old that it has fallen out of the client system queue
qboolean	trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );

// retrieve a text command from the server stream
// the current snapshot will hold the number of the most recent command
// qfalse can be returned if the client system handled the command
// argc() / argv() can be used to examine the parameters of the command
qboolean	trap_GetServerCommand( int serverCommandNumber );

// returns the most recent command number that can be passed to GetUserCmd
// this will always be at least one higher than the number in the current
// snapshot, and it may be quite a few higher if it is a fast computer on
// a lagged connection
int			trap_GetCurrentCmdNumber( void );	

qboolean	trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );

// used for the weapon/holdable select and zoom
void		trap_SetUserCmdValue( int stateValue, int holdValue, float sensitivityScale, int mpSetup, int mpIdentClient );
void		trap_SetClientLerpOrigin( float x, float y, float z );		// DHM - Nerve

// aids for VM testing
void		testPrintInt( char *string, int i );
void		testPrintFloat( char *string, float f );

int			trap_MemoryRemaining( void );
void		trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
qboolean	trap_Key_IsDown( int keynum );
int			trap_Key_GetCatcher( void );
void		trap_Key_SetCatcher( int catcher );
int			trap_Key_GetKey( const char *binding );

// RF
void trap_SendMoveSpeedsToGame( int entnum, char *movespeeds );

typedef enum {
  SYSTEM_PRINT,
  CHAT_PRINT,
  TEAMCHAT_PRINT
} q3print_t; // bk001201 - warning: useless keyword or type name in empty declaration

void trap_UI_Popup(const char *arg0);	//----(SA)	added

// NERVE - SMF
qhandle_t getTestShader(void); // JPW NERVE shhh
void trap_UI_ClosePopup( const char *arg0);
void trap_UI_LimboChat( const char *arg0 );
void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen );
void trap_Key_SetBinding( int keynum, const char *binding );
void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen );
// -NERVE - SMF

char* trap_TranslateString( const char *string );		// NERVE - SMF - localization

int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
e_status trap_CIN_StopCinematic(int handle);
e_status trap_CIN_RunCinematic (int handle);
void trap_CIN_DrawCinematic (int handle);
void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);

void trap_SnapVector( float *v );

qboolean	trap_GetEntityToken( char *buffer, int bufferSize );

// Duffy, camera stuff
#define CAM_PRIMARY 0	// the main camera for cutscenes, etc.
qboolean	trap_loadCamera(int camNum, const char *name);
void		trap_startCamera(int camNum, int time);
qboolean	trap_getCameraInfo(int camNum, int time, vec3_t *origin, vec3_t *angles, float *fov);
void		CG_StartCamera(const char *name, qboolean startBlack );

//----(SA)	added
int			CG_LoadCamera(const char *name);
void		CG_FreeCamera(int camNum);
//----(SA)	end
